Liam Sheberstov Posted February 22, 2019 Share Posted February 22, 2019 So I just found out that the fastman92 version of the limit adjuster seems more advanced than the open limit adjuster (I don't know what exactly is unlimited). So currently I have the open limit adjuster which comes with the project 2dfx (installed from downgrader). Is there a way to replace the open limit adjuster with fastman92's limit adjuster without causing crashes at loading? Link to comment Share on other sites More sharing options...
DragonSC7601 Posted February 22, 2019 Share Posted February 22, 2019 Open the config file of Fastman's Limit Adjuster and try to configure it as like as OLA's INI file. (III.VC.SA.LimitAdjuster.ini) You should find SA related settings under [SALIMITS]. Link to comment Share on other sites More sharing options...
Leinad Posted February 24, 2019 Share Posted February 24, 2019 I have both, and I didn't have problems check my configuration fastman92limitadjuster Spoiler ; fastman92limitAdjuster_GTASA.ini [DYNAMIC LIMITS] ; ColModels (10150) #ColModels = 10150 ; VehicleStructs (50) ; Max number of vehicles with different IDs loaded. VehicleStructs = 50 ; rwObjectInstances (1000) #rwObjectInstances = 1000 ; Matrices (900) #Matrices = 900 ; PtrNode Singles (70000) #PtrNode Singles = 70000 ; PtrNode Doubles (3200) #PtrNode Doubles = 3200 ; EntryInfoNodes (500) #EntryInfoNodes = 500 ; Peds (140) #Peds = 160 ; Vehicles (110) #Vehicles = 110 ; Objects (350) #Objects = 350 ; Tasks (500) #Tasks = 500 ; Events (200) #Events = 200 ; PointRoute (32) #PointRoute = 32 ; PatrolRoute (32) #PatrolRoute = 32 ; NodeRoute (64) #NodeRoute = 64 ; TaskAllocator (16) #TaskAllocator = 16 ; PedIntelligence (140) #PedIntelligence = 140 ; PedAttractors (64) #PedAttractors = 64 ; QuadTreeNodes (400) #QuadTreeNodes = 400 ; Collision links (50) #Collision links = 50 ; CustomEnvMapPipeMatDataPool (4096) #CustomEnvMapPipeMatDataPool = 4096 ; CustomEnvMapPipeAtmDataPool (1024) #CustomEnvMapPipeAtmDataPool = 1024 ; CustomSpecMapPipeMaterialDataPool (4096) #CustomSpecMapPipeMaterialDataPool = 4096 [IPL] ; IPL : inst section, buildings (13000) #Buildings = 13000 ; IPL: inst section, dummies (2500) #Dummies = 2500 ; IPL : inst entries per file (4096) #Inst entries per file = 4096 ; IPL: entity index array (40) #Entity index array = 40 ; IPL: map zones (39) #Map zones = 39 ; IPL: navigation zones (380) #Navigation zones = 380 ; IPL: occl for interiors (40) #Interior occluders = 40 ; IPL: occl for map (1000) #Occluders = 1000 ; IPL: tcyc (32) #Timecycle modifiers = 32 ; IPL: cull mirror attribute zones (72) #CULL mirror attribute zones = 72 ; IPL: cull tunnel attribute zones (40) #CULL tunnel attribute zones = 40 ; IPL: cull attribute zones (1300) #CULL attribute zones = 1300 ; IPL: jump (256) #Stunt jumps = 256 ; IPL: enex (400) #Entry exits = 400 ; IPL: auzo zone boxes (158) #Auzo zone boxes = 158 ; IPL: auzo zone boxes coordinate (0) #Auzo zone boxes, apply coordinate limit patch = 0 ; IPL: auzo zone spheres (3) #Auzo zone spheres = 3 ; Enable pickup limit patch #Enable pickup limit patch = 0 ; IPL: pickups, coordinate limit will be hacked as well (620) #Pickups = 620 ; Pickup collected #Pickup collected = 20 [IDE LIMITS] ; IDE : objs section type 1 (14000) #IDE Objects Type 1 = 14000 ; IDE : objs section type 2 (70) #IDE Objects Type 2 = 70 ; IDE : tobj section (169) #Timed Objects = 169 ; IDE : hier (92) #Hier Objects = 92 ; IDE : cars section (212) #Vehicle Models = 407 ; IDE : peds section ( 278 ) #Ped Models = 278 # IDE : weap section ( 51 ) #Weapon Models = 51 # IDE: 2dfx section (100) #2DFX Effects = 100 [MAP LIMITS] ; Apply tracks.dat coordinate limit patch #Apply tracks.dat coordinate limit patch = 0 ; tracks.dat file size limit #Tracks.dat file size limit = 46384 ; Max number of track stations (6) #Max number of track stations = 6 ; Enables track config loader #Enable track config loader = 0 ; Apply paths limit patch #Apply paths limit patch = 0 ; Enables path debugging #Enable path debugging = 0 ; Paths map size (6000) ; This option requires new set of files if map size is changed!!! #Paths map size = 6000 ; Radar map size (6000) ; This option requires new set of files if map size is changed!!! #Radar map size = 6000 ; Enables frontend map different, using fradar**.txd files #Enable frontend map different = 0 ; Water map size (6000) #Water map size = 6000 ; Renderware world map size (10000) #Renderware world map size = 10000 ; World map size (6000) #World map size = 6000 ; World sector size (50) #World sector size = 50 ; World LOD sector size (200) #World LOD sector size = 200 [LEVEL LIMITS] ; Level limits are enabled if you uncomment 'Number of levels' ; Currently it's only possible to put the default car/ped IDs for levels. ; Random IDs won't work #Number of levels = 4 ; Cop car IDs for levels Cop car level 0 = 599 Cop car level 1 = 596 Cop car level 2 = 597 Cop car level 3 = 598 Cop bike = 523 ; Cop ped IDs for levels Cop ped level 0 = 283 Cop ped level 1 = 280 Cop ped level 2 = 281 Cop ped level 3 = 282 Cop ped bike = 284 ; Ambulance IDs for levels Ambulance level 1 = 416 Ambulance level 2 = 416 Ambulance level 3 = 416 ; Medic IDs for levels Medic level 1 = 274 Medic level 2 = 275 Medic level 3 = 276 ; Fire engine IDs for levels Fire engine level 1 = 407 Fire engine level 2 = 407 Fire engine level 3 = 407 ; Fireman IDs for levels Fireman level 1 = 277 Fireman level 2 = 279 Fireman level 3 = 278 ; Cab driver IDs for levels Number of cab drivers for level 0 = 0 Number of cab drivers for level 1 = 2 Cab driver level 1 place 0 = 262 Cab driver level 1 place 1 = 261 Number of cab drivers for level 2 = 2 Cab driver level 2 place 0 = 220 Cab driver level 2 place 1 = 234 Number of cab drivers for level 3 = 2 Cab driver level 3 place 0 = 182 Cab driver level 3 place 1 = 206 ; Item price multipliers for levels Item price multiplier 0 = 1.0 Item price multiplier 1 = 1.0 Item price multiplier 2 = 1.0 Item price multiplier 3 = 1.2 [VEHICLE SPECIAL FEATURES] Enable special features = 1 Number of hydra vehicles = 2 Hydra 1 = 520 Hydra 2 = 4770 Number of ZR350 vehicles = 1 ZR350 1 = 477 [RESTARTS] #Max number of hospital restarts = 10 #Max number of police restarts = 10 ; Max number of IMG archives (8) #Max number of IMG archives = 8 ; Enable handling of new enhanced IMG archives #Enable handling of new enhanced IMG archives = 0 ; Increase the IMG archive size limit (max limit 32 GB) #Increase the IMG archive size limit = 0 ; Enable handling of IMGLIST keyword #Enable handling of IMGLIST keyword = 1 [DIRECTORY LIMITS] ; Extra objects directory (550) #Extra objects directory = 550 ; Cutscene directory (512) #Cutscene directory = 512 ; Clothes directory (550) #Clothes directory = 550 [WATER LIMITS] ; Water triangles (6) #Water triangles = 6 ; Water quads (301) #Water quads = 301 ; Water quads and triangles list (701) #Water quads and triangles list = 701 ; Water vertices (1021) #Water vertices = 1021 [CAR STREAMING] ; Cargrp cars per group (23) ; Max number you can put is 63. ; Do not put more unless this 63 limit will be removed in the next version of limit adjuster. ; Remember to increase a limit of VehicleStructs appropriately! ; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded. Cargrp cars per group = 60 ; Streaming : DesiredNumberOfVehiclesLoaded (22) ; This limit must be lower than a number of members per car group. ; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded. #Streaming_DesiredNumberOfVehiclesLoaded = 22 ; Car generators (500) #Car generators = 500 ; Number of process counter passes for car generators (4) #Number of process counter passes for car generators = 4 ; Should CCarGenerator_extended be used? #Use extended format for car generators = 0 ; Accept any ID for car generator? Accept any ID for car generator = 1 [PED STREAMING] ; Pedgrp peds per group (21) #Pedgrp peds per group = 21 [STREAMING] ; Memory available, in MB unit (megabytes), default value 50 Memory available = 2048 ; Max number of stream handles (32) #Max number of stream handles = 32 ; Number of requested models above which the game considers loading very busy (5) #Number of requested models above which the game considers loading very busy = 5 ; Minimum number of iterations in LoadAllRequestedModels (10) #Minimum number of iterations in LoadAllRequestedModels = 10 [RENDERER LIMITS] ; Invisible entity pointers (150) #Invisible entity pointers = 150 ; Visible super LOD pointers (50) #Visible super LOD pointers = 50 ; Visible LOD pointers (1000) #Visible LOD pointers = 1000 ; Visible entity pointers (1000) #Visible entity pointers = 1000 [VISIBILITY LIMITS] ; Alpha list limit (20) #Alpha list limit = 20 ; Alpha boat atomic list limit (20) #Alpha boat atomic list limit = 20 ; Alpha entity list limit (200) #Alpha entity list limit = 200 ; Alpha underwater entity list limit (100) #Alpha underwater entity list limit = 100 ; Alpha really draw last list limit (50) #Alpha really draw last list limit = 50 ; Weapon peds for PC limit (100) #Weapon peds for PC limit = 100 [ID LIMITS] #Apply ID limit patch = 0 #I want to increase the IPL limit and I know it may cause bugs = 0 ; ------- Information: ; ---- Count of files of one type can't be higher than 65535. That means you can have set a 65535 value for DFF/TXD/COL or whatever, but can't set 65536 or anything higher. ; ---- Total number of file IDs virtually unlimited (__int32) ; DFF (20000) #FILE_TYPE_DFF = 20000 ; TXD (5000) #FILE_TYPE_TXD = 5000 ; COL (255) #FILE_TYPE_COL = 255 ; IPL (256) FILE_TYPE_IPL = 257 ; IFP (180) #FILE_TYPE_IFP = 180 ; RRR (475) #FILE_TYPE_RRR = 475 ; SCM (82) #FILE_TYPE_SCM = 82 ; LOADED_START (2) #FILE_TYPE_LOADED_START = 2 ; REQUESTED_START (2) #FILE_TYPE_REQUESTED_START = 2 ; different limits below ; These limits don't require 'ID limit patch' to be enabled. ; Count of killable model IDs (vehicles/peds) (800) ; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs. ; Model IDs that may be killed are vehicles/peds. ; Default value of 800, means that 0-799 is valid ID for ped/vehicle. ; ; In short, this value will affect the max possible ID for ped/vehicle. Count of killable model IDs = 20000 [HANDLING.CFG LIMITS] Apply handling.cfg patch = 1 ; Number of standard lines (210) Number of standard lines = 350 ; Number of bike lines (13) Number of bike lines = 19 ; Number of flying lines (24) Number of flying lines = 30 ; Number of boat lines (12) Number of boat lines = 14 ; Number of animation group lines (30) #Number of animation group lines = 30 [SCM LIMITS] ; max size in bytes of MAIN segment from main.scm (200000) #Max size of MAIN segment = 200000 # max mission size from main.scm (69000) #Max mission size = 69000 ; Running scripts (96) #Running scripts = 96 ; Mission cleanup array limit (75) #Mission cleanup = 75 ; Used object array (395) #Max number of used objects = 395 ; Switch jump table cases (75) #Switch jump table cases = 75 [OTHER LIMITS] ; Coronas (64) #Coronas = 20000 ; Max size of single collision from .col archive (32768) #Collision size = 32768 ; Cover points (100) #Cover points = 100 ; LOD distance = 300.0 #LOD distance = 300.0 # Max number of particles active (1000) #Max number of particles active = 1000 ; Limit for number of object.dat entries. ; 5 first entries of array are reserved for hardcoded purpose. #Object info entries = 160 ; Radar traces (175) #Radar traces = 175 ; References (3000) #References = 3000 ; Vehicle colors (128) Vehicle colors = 130 ; Number of plate textures (3) #Number of plate textures = 3 [ROADBLOCK LIMITS] ; Apply roadblox.dat better loader #Apply roadblox.dat better loader = 0 [SHADOW LIMITS] ; Shadows stored (48) #Shadows stored = 48 ; Poly bunches (360) #Poly bunches = 360 ; Static shadows (48) #Static shadows = 48 ; Permanent shadows (48) #Permanent shadows = 48 [WEAPON LIMITS] ; Enable weapon type loader #Enable weapon type loader = 0 ; Weapon type loader, number of type IDs (70) #Weapon type loader, number of type IDs = 70 ; Enable melee combo type loader #Enable melee combo type loader = 0 ; Max number of melee combos (17) #Max number of melee combos = 17 [SPECIAL] ; Disables radar rotation #Disable radar rotation = 0 ; Disables 270 km\h plane speed limit. #Disable plane speed limit = 0 ; Make helicopters land on water when cars on water cheat enabled #Make helicopters land on water when cars on water cheat enabled = 1 ; Make save of variable size #Make save of variable size = 0 ; Make paintjobs work for any ID Make paintjobs work for any ID = 1 [ERROR REPORTING] Enable error reporting = 1 Attempt to load object instance with undefined ID = 1 #Car generator limit exceeded = 0 Car generator with invalid model ID is getting registered = 1 IMG archive needs rebuilding = 1 Model does not have collision loaded = 1 #Model has collision already set up = 0 #Model name is declared on multiple IDs = 0 #Requested file does not exist = 0 Stream handles limit exceeded = 1 [DEBUG OUTPUT] ; Enables debug output from sprintf and printf functions. #Enable debug output = 0 ; Enable logging of files loaded #Enable logging of files loaded = 0 [DEBUGGING] ; Makes pad 1 act like pad 0 #Copy info to pad 1 from pad 0 = 0 [PLUGIN PATCHES] ; Enables plugin patches. #Enable plugin patches = 0 [ADDONS] #Enable cheat string loader = 0 Enable vehicle audio loader = 1 Enable train type carriages loader = 1 ; Train carriage loader, max number of vehicles (15) #Train type carriage loader, max number of vehicles for type = 15 ; Train carriage loader, number of type IDs (16) #Train type carriage loader, number of type IDs = 16 #Enable radar blip sprite filename loader = 0 ; Radar blip sprite filename loader, number of type IDs (64) #Radar blip sprite filename loader, number of type IDs = 64 [MAIN] author = fastman92 donation window disable code = 09406-E0841-4993E-79741-E3788 ; Crash expection handler ; You should leave it enabled, or there will be no crash log. ; Please don't disable it unless you have a good reason. Register global expection handler = 1 Disable music on global exception handler = 1 OLA Spoiler ; See explanation of limits at the end of the file [SALIMITS] PtrNodeSingle = unlimited PtrNodeDouble = unlimited EntryInfoNode = unlimited Peds = 140 PedIntelligence = 140 Vehicles = 110 Buildings = 100000 Objects = 20000 Dummys = 60000 ColModel = unlimited Task = unlimited Event = unlimited PointRoute = unlimited PatrolRoute = unlimited NodeRoute = unlimited TaskAllocator = unlimited PedAttractors = unlimited VehicleStructs = unlimited MatrixList = unlimited OutsideWorldWaterBlocks = 500 AlphaEntityList = unlimited VisibleEntityPtrs = unlimited VisibleLodPtrs = unlimited StreamingObjectInstancesList = 40000 AtomicModels = unlimited DamageAtomicModels = unlimited TimeModels = unlimited ClumpModels = unlimited VehicleModels = unlimited PedModels = unlimited WeaponModels = unlimited EntitiesPerIpl = unlimited EntityIpl = unlimited StaticShadows = 2048 Coronas = 20000 ScriptSearchLights = 1024 FrameLimit = 5000 MemoryAvailable = 50% [VCLIMITS] ExtraObjectsDir = 256 PtrNode = 300000 EntryInfoNode = 3200 Peds = 140 Vehicles = 110 Buildings = 300000 Treadables = 1 Objects = 10000 Dummys = 30000 AudioScriptObj = 192 ColModel = 15000 AlphaEntityList = 2000 VisibleEntityPtrs = unlimited AtomicModels = 10000 TimeModels = unlimited ClumpModels = unlimited VehicleModels = unlimited PedModels = unlimited WeaponModels = unlimited 2dEffects = unlimited OutsideWorldWaterBlocks = 40 Coronas = 5000 FrameLimit = 30 MemoryAvailable = 30% [GTA3LIMITS] StreamingInfo = 6350 TxdStore = 850 ExtraObjectsDir = 128 PtrNode = 90000 EntryInfoNode = 30000 Peds = 140 Vehicles = 110 Buildings = 100000 Treadables = 1214 Objects = 10000 Dummys = 30000 AudioScriptObj = 256 AlphaEntityList = 2000 VisibleEntityPtrs = unlimited TimeModels = unlimited OutsideWorldWaterBlocks = 40 Coronas = 5000 FrameLimit = 30 MemoryAvailable = 30% [OPTIONS] DebugTextKey = 0x74 ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx) ; ### StreamingInfo ; Size of the streaming info array. ; Must be big enough to hold all streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) ; For III the size should be numModels + TxdStore size (numModels is currently fixed at 5500). ; ; ### ExtraObjectsDir ; Size of the extra objects directory. ; Number of streamed DFFs the game can store that have no IDE definition. ; ; ### TxdStore ; Size of the Txd Pool. ; Number of Txds the game can use, StreamingInfo must be increased too. ; ; ### Buildings ; Buildings on the building pool ; Building is anything placed by a IPL that is not a object (see Dummys or Objects to see what is a object) ; ; ### Peds ; Peds on the peds pool ; Note this does not increase the amount of peds roaming, but increases the maximum number of peds can be created ; ; ### Vehicles ; Vehicles on the vehicles pool ; Note this does not increase the amount of vehicles roaming, but increases the maximum number of vehicles can be created ; ; ### Objects ; Dynamic objects (i.e. registed in objects.dat) near/visible to the player ; See also: Dummys ; ; ### Dummys ; Dynamic objects (i.e. registed in objects.dat) spawned at once in the entire world ; Whenever the player is near this dynamic object an actual Object representation of it is created (see also Objects) ; ; This is used to save memory, this stores basic information about the dyn object (position, model, etc) and only spawns ; the actual dynamic stuff (which uses more memory) when necessary, that's, when near it. ; ; ### PedIntelligence ; Ped AI instances ; **MUST** be the same value as Peds ; ; ### ColModel [CanBeUnlimited] ; Collision models loaded at once ; Notice this is not the same as one .col file, .col files might be collision archives which contain many ColModels. ; ; ### PtrNodeSingle [CanBeUnlimited] ; Nodes for the pool of singly linked lists ; Directly related to the amount of entities spawned in the world and values stored in quad trees. ; ; ### PtrNodeDouble [CanBeUnlimited] ; Nodes for the pool of double linked lists ; Directly related to the amount of entities spawned in the world ; ; ### PtrNode ; Mix of PtrNodeSingle and PtrNodeDouble (see PtrNodeSingle and PtrNodeDouble) ; ; ### EntryInfoNode [CanBeUnlimited] ; Directly related to the amount of collidable entities spawned in the world ; ; ### Task [CanBeUnlimited] ; Running pedestrian tasks around the world ; ; ### Event [CanBeUnlimited] ; Events notification around the world (vehicles collided, etc) ; ; ### PointRoute [CanBeUnlimited] ; Related to AI routes (see scm command 05D7) ; ; ### PatrolRoute [CanBeUnlimited] ; Related to AI patrol routes (see scm command 0755) ; ; ### NodeRoute [CanBeUnlimited] ; Related to dynamic AI routes to go somewhere (for example, the command 05F5) ; ; ### TaskAllocator [CanBeUnlimited] ; Allocator of tasks to organized group of peds ; ; ### PedAttractors [CanBeUnlimited] ; Peds attracted to specific objects (e.g. ped using a cassino machine) ; ; ### VehicleStructs [CanBeUnlimited] ; Loaded vehicles models information. ; ; ### Treadables ; Animated buildings? ; ; ### AudioScriptObj ; Script sounds (see scm command 018D) ; ; ; ### MatrixList [CanBeUnlimited] ; Pool of transformation matrices, directly related to the amount of physical objects in the world ; ; ### AlphaEntityList [CanBeUnlimited] ; List of entities (non-vehicle) to be rendered that contains alpha components (textures, object is going from invisible to visible state...) ; ; ### VisibleEntityPtrs [CanBeUnlimited] ; List of visible non-lod entities ; ; ### VisibleLodPtrs [CanBeUnlimited] ; List of visible lod entities ; ; ### OutsideWorldWaterBlocks ; Amount of blocks outside the world boundaries to be rendered ; Fixes water flickering outside world bondaries ; ; ### StreamingObjectInstancesList ; List of streamed in entities RwObjects (dff models) ; Fixes buildings flickering when seeing too many of them ; ; ### AtomicModels [CanBeUnlimited] ; Maximum amount of object definitions that aren't breakable (http://www.gtamodding.com/index.php?title=OBJS) ; ; ### DamageAtomicModels [CanBeUnlimited] ; Maximum amount of object definitions that are breakable (http://www.gtamodding.com/index.php?title=OBJS) ; ; ### TimeModels [CanBeUnlimited] ; Maximum amount of timed object definitions (http://www.gtamodding.com/index.php?title=TOBJ) ; ; ### ClumpModels [CanBeUnlimited] ; Maximum amount of hierarchical object definitions (http://www.gtamodding.com/wiki/HIER and http://www.gtamodding.com/wiki/ANIM) ; ; ### VehicleModels [CanBeUnlimited] ; Maximum amount of vehicle definitions (http://www.gtamodding.com/wiki/CARS_(IDE_Section)) ; ; ### PedModels [CanBeUnlimited] ; Maximum amount of ped definitions (http://www.gtamodding.com/wiki/PEDS) ; ; ### WeaponModels [CanBeUnlimited] ; Maximum amount of weapon definitions (http://www.gtamodding.com/wiki/WEAP) ; ; ### EntitiesPerIpl [CanBeUnlimited] ; Maximum amount of instantiated entities (in INST section) from a single IPL file. ; ; ### EntityIpl [CanBeUnlimited] ; Maximum number of IPL files that creates entities. ; ; ### StaticShadows ; Maximum amount of static shadows ; ; ### Coronas ; Maximum amount of coronas ; ; ### ScriptSearchLights ; Maximum amount of searchlights that can be created with opcode 06B1 ; ; ### FrameLimit ; By default this is set to 30, which is actually 25fps. For 60fps, the value is 105. ; ; ### MemoryAvailable ; Streaming memory available for streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) in **MEGABYTES**. ; The value can be in percent if you append a '%' at the end of the number, in this situation it'll use this percentage of memory ; from the amount of physical memory available in your system. ; ; ; Link to comment Share on other sites More sharing options...
Liam Sheberstov Posted March 16, 2019 Author Share Posted March 16, 2019 On 2/24/2019 at 1:16 AM, Leinad said: I have both, and I didn't have problems check my configuration fastman92limitadjuster Reveal hidden contents ; fastman92limitAdjuster_GTASA.ini [DYNAMIC LIMITS] ; ColModels (10150) #ColModels = 10150 ; VehicleStructs (50) ; Max number of vehicles with different IDs loaded. VehicleStructs = 50 ; rwObjectInstances (1000) #rwObjectInstances = 1000 ; Matrices (900) #Matrices = 900 ; PtrNode Singles (70000) #PtrNode Singles = 70000 ; PtrNode Doubles (3200) #PtrNode Doubles = 3200 ; EntryInfoNodes (500) #EntryInfoNodes = 500 ; Peds (140) #Peds = 160 ; Vehicles (110) #Vehicles = 110 ; Objects (350) #Objects = 350 ; Tasks (500) #Tasks = 500 ; Events (200) #Events = 200 ; PointRoute (32) #PointRoute = 32 ; PatrolRoute (32) #PatrolRoute = 32 ; NodeRoute (64) #NodeRoute = 64 ; TaskAllocator (16) #TaskAllocator = 16 ; PedIntelligence (140) #PedIntelligence = 140 ; PedAttractors (64) #PedAttractors = 64 ; QuadTreeNodes (400) #QuadTreeNodes = 400 ; Collision links (50) #Collision links = 50 ; CustomEnvMapPipeMatDataPool (4096) #CustomEnvMapPipeMatDataPool = 4096 ; CustomEnvMapPipeAtmDataPool (1024) #CustomEnvMapPipeAtmDataPool = 1024 ; CustomSpecMapPipeMaterialDataPool (4096) #CustomSpecMapPipeMaterialDataPool = 4096 [IPL] ; IPL : inst section, buildings (13000) #Buildings = 13000 ; IPL: inst section, dummies (2500) #Dummies = 2500 ; IPL : inst entries per file (4096) #Inst entries per file = 4096 ; IPL: entity index array (40) #Entity index array = 40 ; IPL: map zones (39) #Map zones = 39 ; IPL: navigation zones (380) #Navigation zones = 380 ; IPL: occl for interiors (40) #Interior occluders = 40 ; IPL: occl for map (1000) #Occluders = 1000 ; IPL: tcyc (32) #Timecycle modifiers = 32 ; IPL: cull mirror attribute zones (72) #CULL mirror attribute zones = 72 ; IPL: cull tunnel attribute zones (40) #CULL tunnel attribute zones = 40 ; IPL: cull attribute zones (1300) #CULL attribute zones = 1300 ; IPL: jump (256) #Stunt jumps = 256 ; IPL: enex (400) #Entry exits = 400 ; IPL: auzo zone boxes (158) #Auzo zone boxes = 158 ; IPL: auzo zone boxes coordinate (0) #Auzo zone boxes, apply coordinate limit patch = 0 ; IPL: auzo zone spheres (3) #Auzo zone spheres = 3 ; Enable pickup limit patch #Enable pickup limit patch = 0 ; IPL: pickups, coordinate limit will be hacked as well (620) #Pickups = 620 ; Pickup collected #Pickup collected = 20 [IDE LIMITS] ; IDE : objs section type 1 (14000) #IDE Objects Type 1 = 14000 ; IDE : objs section type 2 (70) #IDE Objects Type 2 = 70 ; IDE : tobj section (169) #Timed Objects = 169 ; IDE : hier (92) #Hier Objects = 92 ; IDE : cars section (212) #Vehicle Models = 407 ; IDE : peds section ( 278 ) #Ped Models = 278 # IDE : weap section ( 51 ) #Weapon Models = 51 # IDE: 2dfx section (100) #2DFX Effects = 100 [MAP LIMITS] ; Apply tracks.dat coordinate limit patch #Apply tracks.dat coordinate limit patch = 0 ; tracks.dat file size limit #Tracks.dat file size limit = 46384 ; Max number of track stations (6) #Max number of track stations = 6 ; Enables track config loader #Enable track config loader = 0 ; Apply paths limit patch #Apply paths limit patch = 0 ; Enables path debugging #Enable path debugging = 0 ; Paths map size (6000) ; This option requires new set of files if map size is changed!!! #Paths map size = 6000 ; Radar map size (6000) ; This option requires new set of files if map size is changed!!! #Radar map size = 6000 ; Enables frontend map different, using fradar**.txd files #Enable frontend map different = 0 ; Water map size (6000) #Water map size = 6000 ; Renderware world map size (10000) #Renderware world map size = 10000 ; World map size (6000) #World map size = 6000 ; World sector size (50) #World sector size = 50 ; World LOD sector size (200) #World LOD sector size = 200 [LEVEL LIMITS] ; Level limits are enabled if you uncomment 'Number of levels' ; Currently it's only possible to put the default car/ped IDs for levels. ; Random IDs won't work #Number of levels = 4 ; Cop car IDs for levels Cop car level 0 = 599 Cop car level 1 = 596 Cop car level 2 = 597 Cop car level 3 = 598 Cop bike = 523 ; Cop ped IDs for levels Cop ped level 0 = 283 Cop ped level 1 = 280 Cop ped level 2 = 281 Cop ped level 3 = 282 Cop ped bike = 284 ; Ambulance IDs for levels Ambulance level 1 = 416 Ambulance level 2 = 416 Ambulance level 3 = 416 ; Medic IDs for levels Medic level 1 = 274 Medic level 2 = 275 Medic level 3 = 276 ; Fire engine IDs for levels Fire engine level 1 = 407 Fire engine level 2 = 407 Fire engine level 3 = 407 ; Fireman IDs for levels Fireman level 1 = 277 Fireman level 2 = 279 Fireman level 3 = 278 ; Cab driver IDs for levels Number of cab drivers for level 0 = 0 Number of cab drivers for level 1 = 2 Cab driver level 1 place 0 = 262 Cab driver level 1 place 1 = 261 Number of cab drivers for level 2 = 2 Cab driver level 2 place 0 = 220 Cab driver level 2 place 1 = 234 Number of cab drivers for level 3 = 2 Cab driver level 3 place 0 = 182 Cab driver level 3 place 1 = 206 ; Item price multipliers for levels Item price multiplier 0 = 1.0 Item price multiplier 1 = 1.0 Item price multiplier 2 = 1.0 Item price multiplier 3 = 1.2 [VEHICLE SPECIAL FEATURES] Enable special features = 1 Number of hydra vehicles = 2 Hydra 1 = 520 Hydra 2 = 4770 Number of ZR350 vehicles = 1 ZR350 1 = 477 [RESTARTS] #Max number of hospital restarts = 10 #Max number of police restarts = 10 ; Max number of IMG archives (8) #Max number of IMG archives = 8 ; Enable handling of new enhanced IMG archives #Enable handling of new enhanced IMG archives = 0 ; Increase the IMG archive size limit (max limit 32 GB) #Increase the IMG archive size limit = 0 ; Enable handling of IMGLIST keyword #Enable handling of IMGLIST keyword = 1 [DIRECTORY LIMITS] ; Extra objects directory (550) #Extra objects directory = 550 ; Cutscene directory (512) #Cutscene directory = 512 ; Clothes directory (550) #Clothes directory = 550 [WATER LIMITS] ; Water triangles (6) #Water triangles = 6 ; Water quads (301) #Water quads = 301 ; Water quads and triangles list (701) #Water quads and triangles list = 701 ; Water vertices (1021) #Water vertices = 1021 [CAR STREAMING] ; Cargrp cars per group (23) ; Max number you can put is 63. ; Do not put more unless this 63 limit will be removed in the next version of limit adjuster. ; Remember to increase a limit of VehicleStructs appropriately! ; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded. Cargrp cars per group = 60 ; Streaming : DesiredNumberOfVehiclesLoaded (22) ; This limit must be lower than a number of members per car group. ; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded. #Streaming_DesiredNumberOfVehiclesLoaded = 22 ; Car generators (500) #Car generators = 500 ; Number of process counter passes for car generators (4) #Number of process counter passes for car generators = 4 ; Should CCarGenerator_extended be used? #Use extended format for car generators = 0 ; Accept any ID for car generator? Accept any ID for car generator = 1 [PED STREAMING] ; Pedgrp peds per group (21) #Pedgrp peds per group = 21 [STREAMING] ; Memory available, in MB unit (megabytes), default value 50 Memory available = 2048 ; Max number of stream handles (32) #Max number of stream handles = 32 ; Number of requested models above which the game considers loading very busy (5) #Number of requested models above which the game considers loading very busy = 5 ; Minimum number of iterations in LoadAllRequestedModels (10) #Minimum number of iterations in LoadAllRequestedModels = 10 [RENDERER LIMITS] ; Invisible entity pointers (150) #Invisible entity pointers = 150 ; Visible super LOD pointers (50) #Visible super LOD pointers = 50 ; Visible LOD pointers (1000) #Visible LOD pointers = 1000 ; Visible entity pointers (1000) #Visible entity pointers = 1000 [VISIBILITY LIMITS] ; Alpha list limit (20) #Alpha list limit = 20 ; Alpha boat atomic list limit (20) #Alpha boat atomic list limit = 20 ; Alpha entity list limit (200) #Alpha entity list limit = 200 ; Alpha underwater entity list limit (100) #Alpha underwater entity list limit = 100 ; Alpha really draw last list limit (50) #Alpha really draw last list limit = 50 ; Weapon peds for PC limit (100) #Weapon peds for PC limit = 100 [ID LIMITS] #Apply ID limit patch = 0 #I want to increase the IPL limit and I know it may cause bugs = 0 ; ------- Information: ; ---- Count of files of one type can't be higher than 65535. That means you can have set a 65535 value for DFF/TXD/COL or whatever, but can't set 65536 or anything higher. ; ---- Total number of file IDs virtually unlimited (__int32) ; DFF (20000) #FILE_TYPE_DFF = 20000 ; TXD (5000) #FILE_TYPE_TXD = 5000 ; COL (255) #FILE_TYPE_COL = 255 ; IPL (256) FILE_TYPE_IPL = 257 ; IFP (180) #FILE_TYPE_IFP = 180 ; RRR (475) #FILE_TYPE_RRR = 475 ; SCM (82) #FILE_TYPE_SCM = 82 ; LOADED_START (2) #FILE_TYPE_LOADED_START = 2 ; REQUESTED_START (2) #FILE_TYPE_REQUESTED_START = 2 ; different limits below ; These limits don't require 'ID limit patch' to be enabled. ; Count of killable model IDs (vehicles/peds) (800) ; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs. ; Model IDs that may be killed are vehicles/peds. ; Default value of 800, means that 0-799 is valid ID for ped/vehicle. ; ; In short, this value will affect the max possible ID for ped/vehicle. Count of killable model IDs = 20000 [HANDLING.CFG LIMITS] Apply handling.cfg patch = 1 ; Number of standard lines (210) Number of standard lines = 350 ; Number of bike lines (13) Number of bike lines = 19 ; Number of flying lines (24) Number of flying lines = 30 ; Number of boat lines (12) Number of boat lines = 14 ; Number of animation group lines (30) #Number of animation group lines = 30 [SCM LIMITS] ; max size in bytes of MAIN segment from main.scm (200000) #Max size of MAIN segment = 200000 # max mission size from main.scm (69000) #Max mission size = 69000 ; Running scripts (96) #Running scripts = 96 ; Mission cleanup array limit (75) #Mission cleanup = 75 ; Used object array (395) #Max number of used objects = 395 ; Switch jump table cases (75) #Switch jump table cases = 75 [OTHER LIMITS] ; Coronas (64) #Coronas = 20000 ; Max size of single collision from .col archive (32768) #Collision size = 32768 ; Cover points (100) #Cover points = 100 ; LOD distance = 300.0 #LOD distance = 300.0 # Max number of particles active (1000) #Max number of particles active = 1000 ; Limit for number of object.dat entries. ; 5 first entries of array are reserved for hardcoded purpose. #Object info entries = 160 ; Radar traces (175) #Radar traces = 175 ; References (3000) #References = 3000 ; Vehicle colors (128) Vehicle colors = 130 ; Number of plate textures (3) #Number of plate textures = 3 [ROADBLOCK LIMITS] ; Apply roadblox.dat better loader #Apply roadblox.dat better loader = 0 [SHADOW LIMITS] ; Shadows stored (48) #Shadows stored = 48 ; Poly bunches (360) #Poly bunches = 360 ; Static shadows (48) #Static shadows = 48 ; Permanent shadows (48) #Permanent shadows = 48 [WEAPON LIMITS] ; Enable weapon type loader #Enable weapon type loader = 0 ; Weapon type loader, number of type IDs (70) #Weapon type loader, number of type IDs = 70 ; Enable melee combo type loader #Enable melee combo type loader = 0 ; Max number of melee combos (17) #Max number of melee combos = 17 [SPECIAL] ; Disables radar rotation #Disable radar rotation = 0 ; Disables 270 km\h plane speed limit. #Disable plane speed limit = 0 ; Make helicopters land on water when cars on water cheat enabled #Make helicopters land on water when cars on water cheat enabled = 1 ; Make save of variable size #Make save of variable size = 0 ; Make paintjobs work for any ID Make paintjobs work for any ID = 1 [ERROR REPORTING] Enable error reporting = 1 Attempt to load object instance with undefined ID = 1 #Car generator limit exceeded = 0 Car generator with invalid model ID is getting registered = 1 IMG archive needs rebuilding = 1 Model does not have collision loaded = 1 #Model has collision already set up = 0 #Model name is declared on multiple IDs = 0 #Requested file does not exist = 0 Stream handles limit exceeded = 1 [DEBUG OUTPUT] ; Enables debug output from sprintf and printf functions. #Enable debug output = 0 ; Enable logging of files loaded #Enable logging of files loaded = 0 [DEBUGGING] ; Makes pad 1 act like pad 0 #Copy info to pad 1 from pad 0 = 0 [PLUGIN PATCHES] ; Enables plugin patches. #Enable plugin patches = 0 [ADDONS] #Enable cheat string loader = 0 Enable vehicle audio loader = 1 Enable train type carriages loader = 1 ; Train carriage loader, max number of vehicles (15) #Train type carriage loader, max number of vehicles for type = 15 ; Train carriage loader, number of type IDs (16) #Train type carriage loader, number of type IDs = 16 #Enable radar blip sprite filename loader = 0 ; Radar blip sprite filename loader, number of type IDs (64) #Radar blip sprite filename loader, number of type IDs = 64 [MAIN] author = fastman92 donation window disable code = 09406-E0841-4993E-79741-E3788 ; Crash expection handler ; You should leave it enabled, or there will be no crash log. ; Please don't disable it unless you have a good reason. Register global expection handler = 1 Disable music on global exception handler = 1 OLA Reveal hidden contents ; See explanation of limits at the end of the file [SALIMITS] PtrNodeSingle = unlimited PtrNodeDouble = unlimited EntryInfoNode = unlimited Peds = 140 PedIntelligence = 140 Vehicles = 110 Buildings = 100000 Objects = 20000 Dummys = 60000 ColModel = unlimited Task = unlimited Event = unlimited PointRoute = unlimited PatrolRoute = unlimited NodeRoute = unlimited TaskAllocator = unlimited PedAttractors = unlimited VehicleStructs = unlimited MatrixList = unlimited OutsideWorldWaterBlocks = 500 AlphaEntityList = unlimited VisibleEntityPtrs = unlimited VisibleLodPtrs = unlimited StreamingObjectInstancesList = 40000 AtomicModels = unlimited DamageAtomicModels = unlimited TimeModels = unlimited ClumpModels = unlimited VehicleModels = unlimited PedModels = unlimited WeaponModels = unlimited EntitiesPerIpl = unlimited EntityIpl = unlimited StaticShadows = 2048 Coronas = 20000 ScriptSearchLights = 1024 FrameLimit = 5000 MemoryAvailable = 50% [VCLIMITS] ExtraObjectsDir = 256 PtrNode = 300000 EntryInfoNode = 3200 Peds = 140 Vehicles = 110 Buildings = 300000 Treadables = 1 Objects = 10000 Dummys = 30000 AudioScriptObj = 192 ColModel = 15000 AlphaEntityList = 2000 VisibleEntityPtrs = unlimited AtomicModels = 10000 TimeModels = unlimited ClumpModels = unlimited VehicleModels = unlimited PedModels = unlimited WeaponModels = unlimited 2dEffects = unlimited OutsideWorldWaterBlocks = 40 Coronas = 5000 FrameLimit = 30 MemoryAvailable = 30% [GTA3LIMITS] StreamingInfo = 6350 TxdStore = 850 ExtraObjectsDir = 128 PtrNode = 90000 EntryInfoNode = 30000 Peds = 140 Vehicles = 110 Buildings = 100000 Treadables = 1214 Objects = 10000 Dummys = 30000 AudioScriptObj = 256 AlphaEntityList = 2000 VisibleEntityPtrs = unlimited TimeModels = unlimited OutsideWorldWaterBlocks = 40 Coronas = 5000 FrameLimit = 30 MemoryAvailable = 30% [OPTIONS] DebugTextKey = 0x74 ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx) ; ### StreamingInfo ; Size of the streaming info array. ; Must be big enough to hold all streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) ; For III the size should be numModels + TxdStore size (numModels is currently fixed at 5500). ; ; ### ExtraObjectsDir ; Size of the extra objects directory. ; Number of streamed DFFs the game can store that have no IDE definition. ; ; ### TxdStore ; Size of the Txd Pool. ; Number of Txds the game can use, StreamingInfo must be increased too. ; ; ### Buildings ; Buildings on the building pool ; Building is anything placed by a IPL that is not a object (see Dummys or Objects to see what is a object) ; ; ### Peds ; Peds on the peds pool ; Note this does not increase the amount of peds roaming, but increases the maximum number of peds can be created ; ; ### Vehicles ; Vehicles on the vehicles pool ; Note this does not increase the amount of vehicles roaming, but increases the maximum number of vehicles can be created ; ; ### Objects ; Dynamic objects (i.e. registed in objects.dat) near/visible to the player ; See also: Dummys ; ; ### Dummys ; Dynamic objects (i.e. registed in objects.dat) spawned at once in the entire world ; Whenever the player is near this dynamic object an actual Object representation of it is created (see also Objects) ; ; This is used to save memory, this stores basic information about the dyn object (position, model, etc) and only spawns ; the actual dynamic stuff (which uses more memory) when necessary, that's, when near it. ; ; ### PedIntelligence ; Ped AI instances ; **MUST** be the same value as Peds ; ; ### ColModel [CanBeUnlimited] ; Collision models loaded at once ; Notice this is not the same as one .col file, .col files might be collision archives which contain many ColModels. ; ; ### PtrNodeSingle [CanBeUnlimited] ; Nodes for the pool of singly linked lists ; Directly related to the amount of entities spawned in the world and values stored in quad trees. ; ; ### PtrNodeDouble [CanBeUnlimited] ; Nodes for the pool of double linked lists ; Directly related to the amount of entities spawned in the world ; ; ### PtrNode ; Mix of PtrNodeSingle and PtrNodeDouble (see PtrNodeSingle and PtrNodeDouble) ; ; ### EntryInfoNode [CanBeUnlimited] ; Directly related to the amount of collidable entities spawned in the world ; ; ### Task [CanBeUnlimited] ; Running pedestrian tasks around the world ; ; ### Event [CanBeUnlimited] ; Events notification around the world (vehicles collided, etc) ; ; ### PointRoute [CanBeUnlimited] ; Related to AI routes (see scm command 05D7) ; ; ### PatrolRoute [CanBeUnlimited] ; Related to AI patrol routes (see scm command 0755) ; ; ### NodeRoute [CanBeUnlimited] ; Related to dynamic AI routes to go somewhere (for example, the command 05F5) ; ; ### TaskAllocator [CanBeUnlimited] ; Allocator of tasks to organized group of peds ; ; ### PedAttractors [CanBeUnlimited] ; Peds attracted to specific objects (e.g. ped using a cassino machine) ; ; ### VehicleStructs [CanBeUnlimited] ; Loaded vehicles models information. ; ; ### Treadables ; Animated buildings? ; ; ### AudioScriptObj ; Script sounds (see scm command 018D) ; ; ; ### MatrixList [CanBeUnlimited] ; Pool of transformation matrices, directly related to the amount of physical objects in the world ; ; ### AlphaEntityList [CanBeUnlimited] ; List of entities (non-vehicle) to be rendered that contains alpha components (textures, object is going from invisible to visible state...) ; ; ### VisibleEntityPtrs [CanBeUnlimited] ; List of visible non-lod entities ; ; ### VisibleLodPtrs [CanBeUnlimited] ; List of visible lod entities ; ; ### OutsideWorldWaterBlocks ; Amount of blocks outside the world boundaries to be rendered ; Fixes water flickering outside world bondaries ; ; ### StreamingObjectInstancesList ; List of streamed in entities RwObjects (dff models) ; Fixes buildings flickering when seeing too many of them ; ; ### AtomicModels [CanBeUnlimited] ; Maximum amount of object definitions that aren't breakable (http://www.gtamodding.com/index.php?title=OBJS) ; ; ### DamageAtomicModels [CanBeUnlimited] ; Maximum amount of object definitions that are breakable (http://www.gtamodding.com/index.php?title=OBJS) ; ; ### TimeModels [CanBeUnlimited] ; Maximum amount of timed object definitions (http://www.gtamodding.com/index.php?title=TOBJ) ; ; ### ClumpModels [CanBeUnlimited] ; Maximum amount of hierarchical object definitions (http://www.gtamodding.com/wiki/HIER and http://www.gtamodding.com/wiki/ANIM) ; ; ### VehicleModels [CanBeUnlimited] ; Maximum amount of vehicle definitions (http://www.gtamodding.com/wiki/CARS_(IDE_Section)) ; ; ### PedModels [CanBeUnlimited] ; Maximum amount of ped definitions (http://www.gtamodding.com/wiki/PEDS) ; ; ### WeaponModels [CanBeUnlimited] ; Maximum amount of weapon definitions (http://www.gtamodding.com/wiki/WEAP) ; ; ### EntitiesPerIpl [CanBeUnlimited] ; Maximum amount of instantiated entities (in INST section) from a single IPL file. ; ; ### EntityIpl [CanBeUnlimited] ; Maximum number of IPL files that creates entities. ; ; ### StaticShadows ; Maximum amount of static shadows ; ; ### Coronas ; Maximum amount of coronas ; ; ### ScriptSearchLights ; Maximum amount of searchlights that can be created with opcode 06B1 ; ; ### FrameLimit ; By default this is set to 30, which is actually 25fps. For 60fps, the value is 105. ; ; ### MemoryAvailable ; Streaming memory available for streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) in **MEGABYTES**. ; The value can be in percent if you append a '%' at the end of the number, in this situation it'll use this percentage of memory ; from the amount of physical memory available in your system. ; ; ; I tried your configuration and it works well so far. Antonio Vision and Leinad 1 1 Link to comment Share on other sites More sharing options...
BOT.EXE Posted December 29, 2019 Share Posted December 29, 2019 Sorry to bump into this old topic.. I need some help.. I want to Extend the Game Boundaries in Gta Vice City..How to do it? Will Limit Adjuster do my work? Pl help me.. Link to comment Share on other sites More sharing options...
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